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Everything posted by terrvik
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Anyone found that ship that was in the devblogs yet?
terrvik replied to execpro22's topic in General Discussion
http://dayzdb.com/map#5.136.042 -
Anyone found that ship that was in the devblogs yet?
terrvik replied to execpro22's topic in General Discussion
It's in the north east. I've managed to fall off it and die every time. -
Side chat as it worked previously is gone but now you can find radios that allows you to chat or speak with other people with radios.
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Go nuts with it, Dean and Bohemia supports and encourages it! EDIT: Oh yes, of course. As pointed out below IF YOU MONETIZE your videos you need a license.
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Paying salaries. Paying office rent. Electricity. Valve gets a cut. This is a really good article about how games cost a lot more to create than most understand, more specifically in this case why a new character in the game Skullgirls (a 2D game) needed 100 000 dollars to be made: http://www.giantbomb.com/articles/the-little-fighting-game-that-could/1100-4587/ From the article: $48,000: Staff Salaries - 8 people for 10 weeks$30,000: Animation and Clean-up Contracting$4,000: Voice recording$2,000: Hit-box Contracting$5,000: Audio Implementation Contracting$20,000: QA Testing$10,000: 1st Party Certification$10,500: IndieGoGo and Payment Processing Fees$20,500: Manufacturing and Shipping Physical Rewards(that's just ONE new character!) Obviously this isn't the case with all games but it gives a good idea that just because you make lots of money off sales you don't neccessarily make a huge profit. Think of all the time that has passed without any income from DayZ, and the time that is yet to come! EDIT: But most importantly lambos and herpes of course.
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My guess is he got it from here: http://www.escapistmagazine.com/news/view/130679-DayZ-Alpha-Sells-172K-in-Its-First-Day An article isn't really a source though so my guess is that people have just multiplied the number of unique players with the price and subtracted the cut Valve takes. Speculations really. :)
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Lambos and herpes!
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are they adding these features in sooner or later?
terrvik replied to nblake1989's topic in General Discussion
Well, vehicles at least. Ability to drive is all up to you. Yep. Whether underground bases are still planned or if it will be something else I'm not sure. I do now that barricades and other player constructed objects will be in at some point. The transitions between animations aren't finished and that adds a lot to the clunky feel. For instance when an action is changed (design-wise) the timing of the animation will be off and hence it will feel unresponsive. It will be polished and tweaked. Can't remember any confirmation but I would assume so. How the will work (as in will they work the same way as the mod?) I do not know. If building and tents are in? Yep! More items in general will be added. Both useful stuff and space wasting crap. Dean talked about growing plants and foraging and stuff not long ago. EDIT: Oh, yes. Animals and the hunting of them will be expanded upon as well. Compared to the mod I would say it already is. It's also known that Dean wants to see other maps in the future. Same as above really. Once it leaves alpha and perhaps even beta and modding is released who knows what will be created? -
No. It's yours forever.
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If you get trapped in a house with no other exit than the one that is guarded and you choose to log out inside to avoid getting shot at when leaving the building you are combat logging. Does not matter if it takes one minute or forty. Some firefights in DayZ can last well over 30 minutes. If you assault another player you are combat logging if you log out during the calm points of the fight just as well as when bullets are raining down around you. As for the video; lots of respect points were lost in my eyes for the use of certain words Apple. Thought you were better than that.
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So I just crouched and pressed F2 (hands behind head) and now im stuck.
terrvik replied to luke.kta@gmail.com's topic in General Discussion
This happened to a few testers last night when trying out the latest build as well. Not really sure what causes it since I tried spamming both F2 and X without getting stuck, while others reported the issue occuring to them. A relog fixes it though! -
Bible - Spread the word, heed our Lord -What?
terrvik replied to h3retic's topic in General Discussion
Here's a sound sample to broadcast in direct comm's in case someone decides to do this: -
Rocket did say in one of the streams that he wanted it to work like this but that there was some resistance from the other devs. Not sure if this is true or if I misunderstood or misheard (and I'm not looking through all those streasm just to find that one quote :P )
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The game needs a bandit system/rewards for being either good or bad
terrvik replied to alleycat's topic in General Discussion
Simple fix is multiply the zombies on the server by four, enable them respawning and make them react and move towards sounds such as gunshots from really far away. Have fun surviving a horde just because you wanted to feel like an awesome sniper. :) Every action must have a risk attached to it and it should be neccessary for players to remain stealthy. Not gunning down anyone you see is, I kid you not, way more silent!- 56 replies
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Actually, that's not wrong. :)
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http://forums.dayzgame.com/index.php?/topic/155922-pending-update-rev-030113860/ Look at the bottom of the first post. :) You are supposed to regenerate when "well fed" but apparently it has been bugged up until now.
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do people actually want a complicated medical system?
terrvik replied to dgeesio's topic in General Discussion
There is a difference between complicated and complex. That's all I have to say about that. :) -
This will be adressed in the future. First step (logging out while handcuffed) already next patch.
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Trust me, they are working hard on it. The amount of new posts and members this place has seen lately is surreal, and pretty great. :)
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Frequently Asked Questions and Useful Threads
terrvik replied to Target Practice (DayZ)'s topic in General Discussion
Yes, please merge the two and slap a big FAQ on top in sparkling red letters. -
As long as you are well fed and healthy, yes.
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Was the issues with Arma 2 itself or with the DayZ mod? EDIT: Sort of answered in the first post, just making sure. :)
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Dayz - The engine of disconnected unresponsive controls
terrvik replied to Zacharybinx34's topic in General Discussion
Almost no work has been done on client optimization to be fair. I hate to use the term but... "i'ts still alpha". :) The mouse acceleration is also being worked on!